// Raf Lempens & Bjorn Schobben
#include "RepairpointStep.h"

RepairpointStep::RepairpointStep(): repairpointreachableInterface(0), repairpointreachableObject(0)
{
}

RepairpointStep::RepairpointStep(const RepairpointStep& rhs): repairpointreachableInterface(rhs.repairpointreachableInterface), repairpointreachableObject(rhs.repairpointreachableObject)
{
}

RepairpointStep::~RepairpointStep()
{
}

void RepairpointStep::Execute()
{
	if (repairpointreachableInterface && repairpointreachableObject)
	{
		repairpointreachableInterface->RepairpointReached();
	}
}

void RepairpointStep::SetObject(GameObject* object, RepairpointReachable* repairpointreachable)
{
	repairpointreachableInterface = repairpointreachable;
	repairpointreachableObject = object;
}


RepairpointStep* RepairpointStep::Clone() const
{
	return new RepairpointStep(*this);
}
